Machinesmith

Machinesmiths walk in two worlds, using science and magic to invent new and powerful devices. Above all else, they are makers of wondrous things. The quest to perfect their next great invention drives them to become masters of many talents. From enchanting engines to advanced mathematics, the machinesmith brings together both magic and technology to realize his vision. Whether forging a simple blade or building a mechanical man, machinesmiths take pride in producing only the best.

Some machinesmiths craft time and labor saving machines to help them in their research and benefit all.

Others use their scientific skills to build weapons of destruction to dominate or defend. While any smithy can make a finely crafted item, machinesmiths add their own magical essence to their works, what they call mobius energy, making their creations marvelous contraptions with astounding abilities.

Role: Machinesmiths travel to pick up new and interesting skills and raw materials for their inventions.

Unused to either huge or delicate machines with hissing steam and arcing electricity, common people find machinesmiths disconcerting at the least, and often frightening. Their ability to create magic items and useful devices make them well-loved by adventuring parties. A group with a machinesmith seldom lacks the equipment they require.

Alignment: Any.

Hit Die: d8.

Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Machinesmiths can forge steel and manufacture ordinary items superior than those made by mundane masters at their craft. But their true power comes from being able to imbue prototypes they make with mobius energy. Machinesmiths spend their time creating magically imbued prototypes that can mimic certain spells. A machinesmith prepares them by manufacturing a small, hand-held prototype, and then activates them by imbuing the prototype with mobius energy before activating it. When a machinesmith creates a prototype, he infuses the machine with a tiny fraction of his own magical power. Prototypes behave in some ways like spells, and as such their effects can be dispelled by effects like dispel magic, or resisted with spell resistance, using the machinesmith's level as the caster level. Feats, traits, and other abilities that alter or improve spells do not otherwise affect prototypes. Prototypes known may be used in the creation of magic items as if they were spells.

A machinesmith can create only a certain number of prototypes of each level per day. His base daily allotment of prototypes is given on Table: Machinesmith. In addition, he receives bonus prototypes per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When a machinesmith imbues a prototype with mobius energy, he infuses the machine with magic siphoned from his own magical aura. A prototype immediately becomes inert if it leaves the machinesmith's possession, reactivating as soon as it returns to his keeping—a machinesmith cannot pass out his prototypes for allies to use. A prototype, once created, remains potent for 1 day before becoming inert, so a machinesmith must re-make his prototypes every day. Making a prototype takes 1 minute of work—most machinesmiths prepare many prototypes at the start of the day or just before going on an adventure, but it's not uncommon for a machinesmith to keep some (or even all) of his daily prototype slots open so that he can prepare prototypes in the field as needed. If the machinesmith is interrupted while preparing a prototype, they must succeed in a Concentration check, or the prototype slot is used up. Although the machinesmith doesn't actually cast spells, he does have a prototype list that determines what prototypes he can create. A machinesmith can utilize spell-trigger items if the spell appears on his prototype list, but not spell-completion items (unless he uses Use Magic Device to do so). When a prototype is released, it exactly duplicates the spell upon which it is based. The machinesmith uses his level as the caster level to determine any effect based on caster level. Creating prototypes consumes raw materials, but machinesmiths regularly collect odd bits and pieces of scrap in their travels, making the cost of these materials insignificant—comparable to the valueless material components of most spells. They only require their trusty set of artisan's tools and blueprint book to construct a prototype.

If a spell normally has a costly material component, that component is expended during the consumption of that particular prototype. A machinesmith can prepare any prototype found within his blueprint book. Blueprints are the directions for creating prototypes, akin to inscribed spells or scrolls, that only machinesmiths can decipher. To learn or use a prototype from a blueprint, a machinesmith must have an Intelligence score equal to at least 10 + the prototype's level. The DC for a saving throw against a machinesmith's prototype is 10 + the prototype level + the machinesmith's Intelligence modifier. A blueprint book may hold any number of prototype blueprints. The machinesmith must refer to his blueprint book, as a wizard refers to their spellbook, whenever he prepares a prototype but not when he consumes it. A machinesmith begins play with two 1st level prototype blueprints of his choice, plus a number of additional blueprints equal to his Intelligence modifier. At each new machinesmith level, he gains one new blueprint of any level that he can create. Adding a blueprint to his collection requires the same costs and time requirements as a wizard adding that same spell to their spellbook. A machinesmith can study a wizard or magus's spellbook to learn any blueprints that are equivalent to a spell the spellbook contains. A wizard or magus, however, cannot learn spells from a blueprint. A machinesmith does not need to decipher arcane writings before copying them.

Repair (Su)

A machinesmith can fix broken items with a mere touch. This acts the same as the spell mending, with a few exceptions. The machinesmith repairs 1d6 points of damage plus 1d6 points of damage for every other machinesmith level beyond first (2d6 at 3rd, 3d6 at 5th, and so on). The machinesmith can repair a number of times per day equal to 3 + his Intelligence modifier. Unlike mending, this ability can heal constructs.

Greatworks (Su)

Greatworks

In order to craft grandiose examples of their art, machinesmiths create permanent energy sources, called mobius cores. They use this to power their most cherished creations. Machinesmiths do not create a mobius core lightly, for it means the crafter entraps a piece of their magical essence outside their body. At 1st level, a machinesmith can choose to create a mobius core in order to power a greatwork. Machinesmiths currently know of three common types of greatworks, but there may be more. At 5th and every five levels thereafter, the machinesmith upgrades a greatwork they currently possess in order to represent his growing skill and power. Upgrades must be performed in order and the machinesmith must meet the level requirements for the upgrade. The capabilities granted by previous upgrades remain and stack with any improvements granted by the new upgrade. When installing a new upgrade, the machinesmith may reconfigure old design decisions, such as damage types, made at previous upgrades unless otherwise noted.

Unless specifically stated, only the machinesmith that created the greatwork knows the intricacies of the operating the machine. Spell-like abilities granted by a greatwork use the operator's levels in machinesmith to determine their effects.

A machinesmith tinkers with their greatworks constantly. They initially create greatworks during their spare time, even the minimal down time during adventuring. However, if a greatwork is destroyed the machinesmith must start over. Remaking a destroyed greatwork requires 8 hours of uninterrupted work, plus 8 hours for each upgrade. In all other respects, this resembles the process for crafting a magic item.

If a greatwork is lost and cannot be destroyed by the machinesmith, such as by an enemy, the machinesmith can sever the connection between their mobius energy and the greatwork, rendering it inert, one day after it is lost.

At 2nd level, A machinesmith adds ½ his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A machinesmith can use Disable Device to disarm magic traps.

Machinesmith Trick

At 2nd level, and then again every 2 levels thereafter (up to 20th level), a machinesmith learns a technical innovation called a machinesmith trick. These machinesmith tricks come in three forms: gadgets, augmentations, or techniques. Unless otherwise noted, a machinesmith cannot select an individual machinesmith trick more than once. Some machinesmith tricks can only be received if the machinesmith has met certain prerequisites first, such as learning other machinesmith tricks. The DC of any saving throw called for by a machinesmith trick is equal to 10 + 1/2 the machinesmith's level + the machinesmith's Intelligence modifier.

Augmentations are machinesmith tricks that enhance or otherwise add on to a greatwork. A machinesmith cannot take an augmentation for a greatwork they do not have.

Gadgets are tangible items that fall between a greatwork and a prototype. Generally they are only usable a certain number of times per day and some require the machinesmith to provide some form of fuel. Only the machinesmith knows the peculiarities of their function, preventing others from using them. Unless otherwise noted they are all Tiny items with AC 10 (when not being held); hardness 5 and 10 HP. If a gadget is lost or destroyed the machinesmith may spend 100 gold and 8 hours of work in order to rebuild it.

Techniques are tricks that the machinesmith has learned that are not tied to any single item, however many require an item to be used in conjunction with them.

Augmentations (Analyzer)

Arcane Analyzer (Sp): The machinesmith installs a spell analysis and arcane energy capture module into his analyzer. The machinesmith, while wearing their analyzer, gains a bonus to Spellcraft checks of 1 for every 3 machinesmith levels they possess (minimum 1). When using their Axiom ability they may make a Spellcraft check with a DC of 25 + spell level to steal the dispelled spell. The analyzer may hold one spell at a time, and the spell remains available for 24 hours after it is stolen, retaining its original caster level and other effects. A machinesmith must be at least 7th level before selecting this trick.

Chance Optimizer (Su): Whenever the machinesmith rolls a 1 on an attack roll, skill check, or saving throw, as an immediate action she can spend 2 charges from her analyzer to reroll the check. She must always take the second result. The machinesmith must be at least 12th level to select this trick. Source NC:WoMD

Constant Function (Sp): The machinesmith chooses one spell like ability granted by his analyzer as an at will ability. This ability becomes a constant effect so long as the machinesmith is wearing the analyzer. A machinesmith must be at least 5th level before selecting this trick.

Extra Charges (Su): The machinesmith learns to efficiently increase the output from the mobius core located in his analyzer. The Analyzer gains 3 more charges for the machinesmith's use.

Motion Analyzer (Ex): The machinesmith adds a module to his analyzer that allows him to find weaknesses in the defenses of foes and give him the best means of bypassing them. As a standard action he can spend one charge from his analyzer to study one foe he can see. For a number of rounds equal to his intelligence modifier the machinesmith gains +1 insight bonus on attack and damage rolls against that opponent. This bonus increases by +1 at 4th level and every 4 levels thereafter to a maximum of +5 at 20th level.

Swift Motion Analyzer (Su): As a swift action, the machinesmith can activate the motion analyzer function on her analyzer. The machinesmith must be at least 8th level and possess the motion analyzer trick to select this trick. Source NC:WoMD

Spell Copier (Su): As a full-round action, the machinesmith can spend 2 charges to scan and completely copy a scroll into her analyzer's data bank. Doing so erases the scroll, as if it were used normally. The machinesmith can then, as a standard action, spend a number of charges equal to the spell level of the scanned scroll to cast it from her analyzer. In this case, the machinesmith is treated as a caster of the appropriate type using the scroll's original save DC and caster level. If the spell requires an expensive material component, the machinesmith can only use the spell once in this way before she must provide the necessary material components for each future use of this ability. A machinesmith can only store one scroll in the analyzer at once. If a machinesmith scans another scroll, the new scroll erases the old one from the analyzer. The machinesmith must be at least 8th level to select this trick. Source NC:WoMD

Augmentations (Constructor)

Disharmony Blast (Su): The machinesmith can spend 2 charges from her constructor to cast mage's disjunction as a spell-like ability with a caster level equal to her level. The machinesmith must be at least 16th level to select this trick. Source NC:WoMD

Large Scale (Su): When the machinesmith constructs a single item, its weight limit is multiplied by a hundred, letting her make large items such as wagons and small cottages. Creating such an item takes one round of concentration that provokes an attack of opportunity. When created, the item appears adjacent to the machinesmith. Creatures present where the object appears are pushed into the nearest empty square but are otherwise unharmed. The machinesmith must be at least 12th level to select this trick. Source NC:WoMD

Mass Assembly (Su): When making a non-magical, non-masterwork item, the machinesmith can create more items at a time while still spending 1 charge. The combined weight limit of the items cannot exceed the normal weight limit. The machinesmith can only create a maximum number of items at once equal to her Intelligence modifier. The machinesmith must be at least 6th level to select this trick. Source NC:WoMD

Recall Item (Su): The machinesmith selects a magical or masterwork item she has successfully created before. Whenever the machinesmith uses the constructor to create this item, she receives a +10 circumstance bonus on all skill checks required to make it. The machinesmith must be at least 8th level to select this trick. Source NC:WoMD

Augmentations (Converter)

Combustion Field (Su): As a standard action, the machinesmith can spend 2 charges to ignite the air surrounding her in a sudden flash of white-hot flame in a 10-foot radius. This flash of fire deals 1d6 damage per 2 machinesmith levels. A Reflex save halves this damage. The DC for this saving throw is 10 + 1/2 the machinesmith's level + her intelligence modifier. The machinesmith must be at least 6th level to select this trick. Source NC:WoMD

Environmental Attuner (Su): The machinesmith can attune her converter to alter the temperature of the air around her, letting her remain comfortable in extremely hot or cold environments. While the converter has at least 1 charge, the machinesmith is treated as if under the effects of endure elements. The machinesmith must be at least 8th level to select this trick. Source NC:WoMD

Reality Slider (Su): The machinesmith can spend 2 charges from her Mobius suit to cast dimension door as a spell-like ability. The machinesmith must be at least 12th level to select this trick. Source NC:WoMD

Spell Deflector Unit (Su): The machinesmith can spend 4 charges from her Mobius suit to cast spell turning as a spell-like ability. The machinesmith must be at least 16th level to select this trick. Source NC:WoMD

Augmentations (Mechanus)

Drone Carrier (Su): The machinesmith installs small bays into the mechanus, useful for launching drones and other constructs. The machinesmith can load a single built prototype of the construct subschool or a prototype with drone in its name. As a full-round action, the mechanus can launch the stored prototype as if the mechanus had activated it. This prototype still uses the machinesmith's original modifiers (e.g., caster level and spell DCs). Releasing a prototype in this way provokes an attack of opportunity upon the mechanus. While the mechanus carries the prototype, it takes up one of the machinesmith's prototype slots. The machinesmith must be at least 6th level to select this trick. Source NC:WoMD

Feral Intelligence (Su): The machinesmith installs a rudimentary but quite advanced intelligence into the mechanus.

The mechanus gains an Intelligence score of 2. This score can never be increased.

This intelligence allows the mechanus to develop some basic skills and combat tactics, not too dissimilar from beasts. While it still cannot speak, it does develop a simple personality that tends toward being protective of its creator and taking unclear commands too literally.

When the mechanus receives its master upgrade, it loses this augmentation. In its place, the machinesmith can select another machinesmith trick; however its feats and spent skill points remain unchanged. The machinesmith must be at least 12th level to select this trick. Source NC:WoMD

Mobius Reactor (Su): The machinesmith optimizes the power output of the mechanus' Mobius core, letting it use the excess power to increase its abilities in other ways. It gains a number of charges equal to the machinesmith's Intelligence modifier + 1/2 her level (minimum 1). These charges return automatically if not used for 8 consecutive hours. As a swift action, the machinesmith can command the mechanus to use a swift action and expend a charge from its Mobius reactor to gain one of the following benefits: one extra natural attack at its highest base attack bonus, a +4 dodge bonus to armor class, or damage reduction 2/—. The machinesmith must be at least 4th level to select this trick. Source NC:WoMD

Overdrive (Ex): The machinesmith outfits the mobius core inside the mechanus to output more power on command, sending the machinesmith's mechanus beyond operational limits. As a swift action the machinesmith commands the core augmentation to activate, granting the mechanus a +6 bonus on strength and a +10 ft bonus to movement speed. This bonus lasts for a number of rounds equal to the mechanus' hit dice. These rounds need not be consecutive. A machinesmith must be at least 3rd level before selecting this trick.

Self Healing Automaton (Sp): The machinesmith augments his mechanus to use his repair ability on command. The mechanus can use the repair ability utilizing all the same bonuses as if the machinesmith himself was using it. When using the repair ability on itself the mechanus may do so as a swift action. Each use of this ability by the mechanus subtracts from the machinesmith's uses of that ability for the day. A machinesmith must be at least 7th level before selecting this trick.

Spiked Automaton (Ex): The machinesmith covers his mechanus in long wicked spikes. Each time an opponent hits the mechanus with a natural weapon, unarmed strike, or makes a grapplecombat maneuver the opponent takes 1d4 points of damage plus the mechanus' strength modifier. In addition the mechanus's slam attack deals an additional +2 damage and deals piercing in addition to bludgeoning damage. A machinesmith must be at least 5th level before selecting this trick.

Venomous Fangs (Su): The machinesmith enhances the bite attack of her mechanus and installs a hollow tank at the base of the fangs. This tank can be filed with one dose of any injury-based poison. Whenever the mechanus damages an opponent with a bite attack, as a free action it can inject the contents of the tank into the victim. The mechanus' bite attack deals an additional 2 damage. Source NC:WoMD

Augmentations (Mobius Weapons)

Energy Weapon (Mobius Weapon Augmentation) (Su): As a standard action the machinesmith may expend two charges from his mobius weapon to convert the cutting or impacting surfaces of the weapon into energy, choosing from acid, cold, electricity, or fire. For a number of rounds equal to the machinesmith's Intelligence modifier all damage dealt by the mobius weapon is of the chosen energy type. Weapon enhancements such as flaming that deal additional energy damage remain unchanged. The machinesmith must be of at least 5th level before selecting this trick.

Explosive Ammunition (Mobius Weapon Augmentation) (Su): As a swift action the machinesmith may expend one charge from his ranged mobius weapon to charge his next attack with explosive energy. If the attack hits it does its normal damage and additional damage equal to its minimum possible damage to all adjacent creatures and objects. A successful Reflex save reduces this damage to half. A machinesmith must be of at least 3rd level to select this trick.

Impact Hammer (Ex): Whenever the machinesmith confirms a critical hit with her Mobius weapon, she can spend a charge from her weapon to emit a concussive burst into the enemy. This enemy must succeed on a Fortitude save (DC 10 + 1/2 the machinesmith's level + her Intelligence modifier) or be stunned for 1d4 rounds. This augmentation can only be applied to Mobius weapons that deal bludgeoning damage. The machinesmith must be at least 6th level to select this trick. Source NC:WoMD

Install Weapon (Su): The machinesmith can install a single one-handed melee weapon, one-handed firearm, or crossbow into her Mobius suit. This weapon is always considered drawn and wielded while the machinesmith is wearing the suit. While wearing the suit and wielding this weapon, the machinesmith gains a +1 circumstance bonus on attack rolls with the installed weapon. Source NC:WoMD

Iron Fist (Ex): While wearing the Mobius suit with at least one charge left, the machinesmith gains the benefits of the Improved Unarmed Strike feat. Also, while wearing her Mobius suit, her unarmed strikes deal 1d6 bludgeoning damage. Source NC:WoMD

Phantom Stroke (Su): As part of a full attack action, the machinesmith can spend 1 charge from her Mobius weapon to attack again at her full base attack bonus. This extra attack does not stack with haste, the speed weapon property, or any similar effects. The machinesmith must be at least 6th level to select this feat. Source NC:WoMD

Proficiency Enhancer (Su): The machinesmith installs a device that allows her weapon to follow her mental commands, letting her strike her enemies more surely. Now, for attack rolls, the machinesmith can use her Intelligence modifier in place of her Strength modifier (or Dexterity modifier for ranged weapons). This trick can be selected up to three times. The second time, the machinesmith can use her Intelligence modifier in place of her Strength modifier to determine the damage of her Mobius weapon. The third time, the machinesmith can add her Intelligence modifier to the damage dealt by Mobius weapons that use crossbows or firearms as their base. Source NC:WoMD

Serrated Blade (Ex): This augmentation replaces each sharp edge of the weapon with a vibrating serrated blade, making it cut far deeper than before. As a swift action, the machinesmith can spend 1 charge from her Mobius weapon to deal an additional 2 points of bleed damage for a number of rounds equal to the machinesmith's level. This damage does not stack with itself. The machinesmith must be at least 4th level to select this trick. Source NC:WoMD

Superior Maneuver (Ex): The machinesmith selects a single feat from the following list: Improved Dirty Trick, Improved Disarm, Improved Drag, Improved Feint, Improved Redirection, Improved Steal, Improved Trip. This feat becomes available to use with her Mobius weapon. If this trick is taken at 8th level or higher, the machinesmith can choose the greater version of a feat she has already selected with this trick. A machinesmith can select this trick multiple times. Each time, she must either select a different feat or a greater version of a feat she already possesses on her weapon. Source NC:WoMD

Stop Time (Su): The machinesmith can use her converter to stop the very energies of time itself. The machinesmith can spend 5 charges from her converter to cast time stop as a spell-like ability. The machinesmith must be at least 18th level to select this trick. Source NC:WoMD

Gadgets

Alchemical Sprayer (Ex): Worn on the back, this set of dual tanks is attached by a sturdy rubber hose to a hollow steel wand, which must be held in two hands. A backpack and alchemical sprayer cannot be worn at the same time. The right tank holds pressurized air, while the left holds up to 12 flasks or bottles of any liquid substance.

As an attack, the machinesmith can spray the substance in a 15-foot cone, affecting those hit with it. Any creatures that succeed on a Reflex save (DC 10 + 1/2 the machinesmith's level + her Dexterity modifier) are not affected. As a move action, the machinesmith can switch the alchemical sprayer into stream mode. In this mode, the sprayer fires a concentrated stream up to 30 feet at one target against its touch AC. Each attack made with the sprayer consumes a single bottle or flask of the substance.

Substances cannot be mixed without dire consequences, so the machinesmith must completely clean the alchemical sprayer before using a different substance. Cleaning the sprayer takes 1 hour of work.

Refueling the alchemical sprayer's liquid tanks requires 1 minute of careful funneling and attunement. After 12 discharges of the sprayer, the pressurized air tank must be recharged with 1 minute of working the attached hand pump.

This gadget can be selected as the base for a Mobius weapon. If it is made into a Mobius weapon, its air tank never needs to be recharged. Any feats that modify damage rolls with the Mobius weapon also apply to any initial damage dealt by substances launched from the sprayer. The alchemical sprayer has hardness 8 and 15 hit points, and it weighs 30 pounds. Source NC:WoMD

Alchemical Sprayer, Improved (Su): This upgraded version of the alchemical sprayer contains a valve, which lets the machinesmithattach a single bottle of magical oil to the gadget. Attaching an oil bottle is a standard action, and switching between the normal tank and oil tank is a swift action. The oil can be used between other substances without requiring the sprayer to be cleaned. The oil can be fired just like other substances. However, oil cannot affect more targets than its base spell would allow (e.g., oil of haste would affect multiple targets, but oil of cure light wounds would only affect one). The machinesmith must be at least 6th level to select this trick. Source NC:WoMD

Automatic Fighter (Ex): This small clockwork construct is built with a single melee weapon and often resembles an armored knight, a terrible demon, or some other violent-looking form. As a full-round action, the machinesmith can deploy the automatic fighter in any adjacent unoccupied square. Once active, at the start of its turn the automatic fighter makes one attack against every enemy within reach of its weapon, using the machinesmith's base attack bonus + her Intelligence modifier and dealing the damage of the weapon +6. It makes separate attack rolls for each opponent. Despite its size, it suffers no size penalties for utilizing weapons up to one category larger than itself.

The construct is stationary and will continue to attack until deactivated with a standard action. Each round of activity burns a half pint of oil. The construct can hold up to 10 pints of oil at a time.

The construct can be built with any melee weapon the machinesmith possesses. To change the weapon that the automatic fighter wields, the machinesmith must spend 20 gp and work for 1 hour to install new parts and readjust the construct's settings. The automatic fighter has 20 AC, hardness 10, 40 hit points, and counts as an object for the purposes of spells and effects. It weighs 50 pounds. The machinesmith must be at least 8th level to select this trick. Source NC:WoMD

Brass Earthworm (Ex): When at rest, the brass earthworm appears to be a heavy brass cylinder roughly the size of a small log. When activated as a full-round action, the earth worm can be set to a specific mode and dropped on the ground, where it will expand to a flexible tube lined with treads and a large drill head that completes one of the following projects in 30 seconds.

Tunnel: The brass earthworm burrows 100 feet in the direction it is set, leaving a tunnel behind it, 3 feet in diameter.

Moat: The earthworm rushes in circles around the machinesmith, up to 40 feet away but no less than 10 feet away, creating a circular moat that is 10 feet deep.

Trench: The earthworm rushes back and forth in the direction it is set, creating a ditch roughly 30 feet long and 10 feet deep.

The brass earthworm requires 2 flasks of oil to power its engine for one run. Refueling it costs 2 full-round actions. If used in combat, the earthworm has a burrow speed of 20 feet and cannot attack. The brass earthworm has hardness 5, 10 AC, and 30 hit points. It weighs 50 pounds. Source NC:WoMD

Crossbow Turret (Ex): The machinesmith creates a device that can automatically load, aim, and fire, any crossbow it is fitted with. This device is Small sized and swivels on a tripod. It has AC 9 , Hardness 10, 15 hp, weighs 30 lbs, and has a magazine attachment capable of holding twenty bolts. It can be fitted to any light, heavy, or repeating crossbow with an hour's work. It takes a full round action to deploy the gadget into a space adjacent to the machinesmith. This space must be flat solid ground with no obstructions. Once deployed it immediately begins firing at its designated target as often as possible, taking all relevant penalties for doing so, using the machinesmith's base attack bonus + intelligence modifier and any magical bonuses present on the crossbow or its bolts. It loads and fires at the same speed as it normally takes to fire the crossbow normally and continues to fire until its magazine is empty or one minute passes. If the target is out of the turret's line of sight it ceases firing until the target is within sight again. A machinesmith can command a crossbow turret to change targets as a move action. The crossbow turret can remain activated for one minute before it must be recharged. A crossbow turret is recharged by operating the hand crank as a standard action to reset the mechanisms. Crossbow turrents may be attacked or disarmed; they have hardness 5 and 5 hit points, or a Disable Device DC of 20, which triggers an attack of opportunity against the person attempting to disable it.

Crossbow Turret, Improved (Ex): The machinesmith builds a second crossbow turret. In addition, he can command one of his crossbow turrets to change targets as a swift action and they have 30 hit points each. Finally the crossbow turrets can automatically load themselves as if they possessed the Rapid Reload feat. A machinesmith must be at least 8th level and must have Crossbow Turret trick before selecting this gadget trick.

Crossbow Turret, Greater (Ex): The machinesmith can now build three crossbow turrets. Each turret can be deployed as a standard action and increases their magazine capacity to 40 bolts and their operational time to two minutes. Finally each crossbow turret has 60 hit points. A machinesmith must be at least 12th level and must have Improved Crossbow Turret gadget trick before selecting this trick.

Filth Gatherer (Ex): Featuring a tap in its side and an iron crank above, this simple clay jug holds up to four gallons of impure water, poured into the top. Operating the crank pumps the water through a number of filters, chemical separators, and complex mechanisms that separate any impurities in the water into a separate container within the jug, leaving clean, drinkable water on the bottom. Opening the tap releases the purified water, while opening the separate compartment reveals the gathered waste—poisons, dirt, disease—cleansed from the water and safely contained. This brown ooze can be used as a poison coating that causes victims to contract filth fever. If the water contained another disease or poison, this coating also causes that effect with the same DC as the original poison or disease. The filth gatherer is Small, and it has hardness 8 and 30 hit points. It weighs 50 pounds while empty. Source NC:WoMD

Folded Horse (Ex): This two-wheeled contraption folds into a cube roughly the size of a small foot stool for easy carrying and packing. When unfolded it turns into a Medium vehicle with a single seat for a Medium or Small creature and handlebars for steering.

The folded horse has a speed of 60 feet over flat terrain and 30 feet over rough or hilly terrain. Unlike a horse, the gadget cannot attack, but it does not require training to enter combat. To remain active, the operator must have one hand on the device at all times; otherwise, it stops in place and the rider must make a DC 25 Ride check to avoid being thrown off. One flask of oil allows the folded horse to operate for a half hour.

It has 10 AC, hardness 10, and 40 hit points. It weighs 40 pounds and can carry the rider plus 100 pounds.

The machinesmith must be at least 4th level to select this trick. Source NC:WoMD

Igniter (Ex): This small handheld gadget looks like a miniature alchemical sprayer. In place of the hose is a small nozzle sprouting from the top of the tanks. For the device to function, one tank must contain oil. When activated, the igniter acts as a tindertwig. The device functions for 15 minutes before needing to be refueled and pumped again, which takes a minute operating a small pump on the device. As a standard action, the machinesmith can expend all remaining fuel in the igniter to launch a 30-foot cone of flame in any direction. This flame ignites any combustible material in its area and deals 2d6 fire damage with a Reflex save to avoid catching on fire. To be used in this way, the igniter must be at least half full of fuel. The igniter has hardness 2, 7 hit points, and it weighs 1/4 pound. Source NC:WoMD

Invisibility Cloak (Su): The machinesmith creates a cloak that bends light and effectively turns him invisible. Activating the cloak is a standard action and hides the machinesmith as invisibility using the machinesmith's level as the caster level. The machinesmith can use this cloak once per day before it must be recharged. The cloak can be recharged by exposing it to sunlight for 8 hours. This gadget takes up the machinesmiths shoulder item slot. A machinesmith must be at least 3rd level before selecting this trick.

Magnetic Grappler (Ex): The machinesmith builds a powerful device that allows him to reach out and manipulate metallic objects. This device can either be held or worn on a hand taking up a ring magic item slot. As a standard action he can activate it to create an effect identical to the telekinesis spell using the machinesmith's level as the caster level with the exception that it can only affect primarily metallic objects. The machinesmith can use this gadget only after it has been charged. Charging the gadget requires a full hour of operating the hand crank on the gadget for five minutes of use. A machinesmith must be at least 9th level before selecting this trick.

Portable Ornithopter (Ex): This gadget takes the form of a glider, portable rotary blades, or something more exotic. Regardless of the form it takes all flight packs are Small sized items with AC 9 (when not in use), Hardness 5, and 20 HP. A flight pack can be activated or deactivated as a standard action. When activated and worn it grants the machinesmith a 60ft fly speed with Perfect maneuverability for 1 minute. This time does not need to be used all at once. The device requires a flask of alchemist's fire for each minute of use. Refilling the flight pack's fuel tank takes a full round action. A machinesmith must be at least 5th level before selecting this trick.

Pneumatic Launcher (Ex): This gadget looks like a largebarreled, two-handed musket with a complex firing mechanism. As a standard action, the machinesmith load it with any object able to be shoved down the mouth of the barrel, which is roughly 6 inches wide.

When activated as an attack action, the pneumatic launcher pushes the object out with incredible force, using compressed air stored inside a brass tank on the gadget's underside. The object can travel up to 200 feet before impacting the ground. It is an exotic weapon with a range increment of 40 feet and a critical rating of ×2. If it hits, it deals 1d6 bludgeoning damage as well as any other effects caused by the chosen ammunition (GM's discretion).

Fragile objects stuffed down the barrel—such as a glass bottle, pottery, or even bags of marbles, shards of glass, kitchen utensils—simply shatters upon being launched, spraying a 15-foot cone of jagged shards from the weapon. This effect deals 1d6 slashing damage to all in the affected area, prompting a Reflex save to halve the damage.

Each tank of pressurized air holds enough charge for 10 shots. Once emptied the tanks must be recharged by operating a hand crank to pressurize the air within for a minute per shot (maximum 10). It weighs 5 pounds.

This gadget can be selected as a base for a Mobius weapon. If done so, the Mobius core keeps the air tank always pressurized, so it never needs to be recharged. Source NC:WoMD

Portable Cannon (Ex): Made from lightweight materials and utilizing a clever recoil-absorption mechanism, this cannon packs all the punch of its larger, clumsier brothers but without the weight and crew requirement.

The portable cannon is a siege firearm that deals 5d6 points of bludgeoning and piercing damage, has a critical multiplier of ×4, and has a misfire chance of 1.

It can be carried by one person, but must be deployed on its mount before it can be fired, which requires a standard action. It occupies the same square as the operator, but it cannot be moved unless the operator spends a move action to pick up the cannon, in which case it must be re-deployed before being used again.

Each shell for the cannon costs 30 gp. The cannon can fire any specialized shells or balls a normal cannon can, such as grapeshot. The cannon›s peculiar construction and design means the User Friendly Gadget trick cannot be selected for this gadget This gadget can serve as the base for a Mobius weapon.

If done so, the machinesmith can reload the portable cannon as a move action, made possible by a built-in automated loading procedure, and it never misfires. The machinesmith must be at least 6th level and possess the firearms expertise trick to select this gadget. It has 50 hit points and weighs 40 pounds. Source NC:WoMD

Rampage Armor (Ex): This complex, bulky suit of plate armor is distinguished by the hydraulics and gears visible in its joints and the backpack-sized engine around its shoulders. Like plate armor, rampage armor requires help to don, which takes a half hour to do so correctly. Once inside, the machinesmith must spend a full-round action to activate the armor, allowing her to move about freely and benefit from its effects. To function, the armor requires one flask of alchemist's fire per hour.

If the armor is not put on properly or lacks fuel, it cannot be moved by the wearer in any way, leaving her paralyzed until she can remove herself from the armor, taking 10 minutes, or activate it. When functioning properly, the armor provides a +2 mechanical bonus to Strength, and the wearer's Strength is treated as +10 higher when determining carrying capacity. The armor has the same hit points and hardness as plate armor.

The machinesmith must be proficient in heavy armor and at least 8th level to select this trick.

Rampage armor can serve as the base for a Mobius suit. If done so, the Mobius core provides all the power the gadget requires, eliminating the need for refueling.

Rampage armor can be enchanted like normal armor. Source NC:WoMD

Rampage Armor, Improved (Ex): This armor functions as rampage armor, except it provides a +4 mechanical bonus to Strength instead of +2. Also, by spending a swift action and 10 minutes of the armor's fuel, the machinesmith can gain an extra attack while making a full attack. This effect does not stack with haste, the speed weapon property, or other such effects. If this armor is used as a base for a Mobius suit, to use this effect the machinesmith instead spends a charge from her Mobius armor. The machinesmith must be at least 14th level to select this trick. Source NC:WoMD

Razor Saw (Ex): This oil-powered circular saw simplifies the act of breaking down doors or cutting through obstacles. Holding the saw in two hands, the machinesmith can cut through simple wooden or thin metal doors within moments. As a move action, the machinesmith can activate the razor saw. Once activated, the saw can run for 10 minutes before needing refueling, which is a full-round action. It cannot cut through thick stone or metal. Each time the saw is used on a reinforced door, iron bars, or a similarly hard structure, it has a cumulative 10% chance to break. The saw is loud with a distinctive noise, imposing on the operator a –20 penalty on all Stealth checks and a –5 penalty on all Perception checks based on hearing.

The razor saw can be used as an exotic weapon. If wielded in such a way, it is a two-handed weapon that deals 1d12 slashing damage with a critical rating of 19–20/×3.

This gadget can serve as the base for a Mobius weapon.

If done so, the Mobius core powers the steam saw, eliminating the need for fuel. Activating a Mobiuspowered razor saw is a swift action. The machinesmith must be at least 4th level to select this gadget. It has 25 hit points and weighs 10 pounds. Source NC:WoMD

Razor Saw, Improved (Ex): This version of the steam saw features improved torque in the motor and an adamantine-edged blade, letting it cut through any material except adamantine as easily as it cuts through wood. If used as a weapon, it counts as an adamantine weapon for sundering or penetrating damage reduction. The machinesmith must be at least 10th level to select this trick. Source NC:WoMD

Spare Hand (Ex): This long clockwork arm is strapped to the chest and acts as a third arm. Cranking the device's mechanism lets it operate for double the cranking time, and the mechanism can be cranked for up to 1 hour (e.g., cranking for 1 hour would produce 2 hours of operation time). The arm takes up the chest item slot but can aid in a number of tasks, including holding items and wielding shields. The arm provides a +2 mechanical bonus on any skill checks that involve fine work. As a swift action, the arm can retrieve any item from the machinesmith's person. The arm has hardness 8 and 15 hit points. It weighs 8 pounds. Source NC:WoMD

Thunder Stunner (Ex): This gadget looks like a blunderbuss, but it has a much-shortened barrel and can be operated with one hand. In actuality it's a device that focuses and enhances the effects of thunderstones.

When fired as an attack action, the thunder stunner fires a loud, concussive cone of force up to 15 feet.

Creatures caught in this cone must make a Fortitude save or be deafened for 1 hour and stunned for 1d4 rounds. Creatures that succeed on this save are merely dazed for 1 round. Source NC:WoMD

Utility Tool (Ex): The machinesmith may build an all purpose tool capable of performing a variety of different functions. Once per day as a full round action they can adjust the utility tool to function as any mundane item by making a level + intelligence modifier check with a DC equal to 5 + the item's to be replicated value in gold pieces. If successful the utility tool successfully copies the form and function of the mundane item until the next time the utility tool is adjusted. Failure on this check indicates that the utility tool malfunctions and cannot be used or adjusted until the next day.

Techniques

Absorb Spell (Su): Once per day when using the axiom ability, if the machinesmith exceeds the caster level check required to counter a spell by 5 or more, she can absorb the spell to reconstruct a single expended prototype of the spell's level or lower. The machinesmith must be at least 12th level to select this trick. Source NC:WoMD

Explosives Expert (Ex): The machinesmith learns to trigger explosives and similar effects in such a way as to create the most havoc. Whenever the machinesmith uses a spell, prototype, or item that deals damage in a radius they may add +2 to any DC's for Reflex saves on that effect. In addition they may add their intelligence modifier as a luck bonus to any damage dealt by the effect. A machinesmith must be at least 8th level before selecting this trick.

Eye for Danger (Ex): Being accustomed to the sudden and often explosive hazards of operating mechanical devices hones the machinesmith to keep an eye out for the sudden and often lethal hazards of adventuring. The machine smith gains a +2 luck bonus on Reflex saves and initiative rolls.

Firearms Expertise (Ex): The machinesmith gains proficiency in a single firearm of his choice. In addition he gains the Gunsmithing feat as a bonus feat.

Forge Fighter (Ex): The machinesmith can use crafting tools such as hammers, wrenches, and screwdrivers as weapons without suffering the normal –4 penalty for utilizing improvised weapons. Source NC:WoMD

Greater Axiom (Su): The machinesmith's axiom ability increases in power and capability. The machinesmith can “lose” any prepared prototype of 6th level or higher to have it function as greater dispel magic with a caster level equal to her machinesmith level. The machinesmith must be at least 16th level to select this trick. Source NC:WoMD

Hardening Technique (Ex): The machinesmith learns special techniques to increase the durability of any item he creates. Any mundane item, gadget, or magic item the machine smith creates gains an additional 5 hit points.

Mechanical Mindset (Ex): Constant work with mechanics, logic, and rationality have honed in the machinesmith an unconscious ability to coldly rationalize and overcome any mental strife. Once per day, the machinesmith can reroll any saving throw against a mind-affecting effect. The reroll must be used before the machinesmith knows the result of failing the saving throw. This trick can be selected multiple times, each time allowing an additional reroll per day. Source NC:WoMD

Mobius Detonator (Su): The machinesmith learns how to trigger the mobius core in his greatwork to detonate. The resulting explosion deals 1d8 points of force damage per machinesmith level in a 20ft radius from the center of the great works location. The great work is immediately destroyed and must be rebuilt as normal. Using this ability is an immediate action.

Mobius Smite (Su): As a swift action, the machinesmith can channel one use of her repair ability through a melee or ranged attack to deal +1 damage to constructs. This damage increases by +1 for every 4 machinesmith levels to a maximum of +5 at level 20. If the machinestmith has the repair flesh trick, she can also deal this additional damage to any living creature. Source NC:WoMD

Reconstruct Prototype (Su): When the duration of a prototype ends or it is dismissed, as a free action the machinesmith can rebuild it as if it was never used by spending a number of uses from her repair ability equal to the level of the prototype. The machinesmith must be at least 12th level to select this trick. Source NC:WoMD

Repair Flesh (Sp): The machinesmith learns to use his repair ability on living creatures to recover their hit points. However using this ability only heals half the normal damage.

Scavenge Core (Su): The machinesmith learns to harden the Mobius core of her greatwork and even imbue it with the magical energies of its constituent item. If the machinesmith's greatwork is destroyed or dismantled, the machinesmith can harvest the core from the wreckage and place it into a new greatwork. This new greatwork gains all the magical enhancements of the old one, including enhancement bonuses and other properties. However, these enhancements override all magical enchantments provided by items used to construct the new greatwork. Source NC:WoMD

Share Trick (Ex): Selecting a known trick, the machinesmith provides its benefits to all allies within 5 feet. The machinesmith cannot select gadgets with this trick. If the machinesmith's mechanus has chosen the same ability with share trick, the mechanus can use that trick at any distance away from the machinesmith. Source NC:WoMD

User Friendly Gadget (Su): The machinesmith can alter one of his gadgets he has already built to work for another person. The machinesmith designates, using a standard action, one other character and one of the gadgets that he possesses. That character can now operate the gadget as if they were the machinesmith utilizing all of the machinesmith's relevant bonuses. The gadget works for the designated person for a number of hours equal to the machinesmith's level. If the machinesmith is unable to designate a new person, the gadget becomes inert until the machinesmith returns it to his possession or is able to designate a new user. A machinesmith must be at least 7th level before selecting this trick.

Crafting Expertise (Su)

At 3rd level, the machinesmith gains Craft Wondrous Item as a bonus feat. At 8th level he gains Craft Magic Arms and Armor. At 15th level he gains the Craft Construct feat. He uses his machinesmith levels in place of caster level when making such items. In order to add a special ability to an item, he must have access to the prerequisite spells, either through use of a magical item or cast by another spellcaster.

Axiom (Su)

Beginning at 7th level, the machinesmith develops an innate ability to ground magic with science. The machinesmith can “lose” any prepared prototype of 3rd level or higher in order to have it function as a dispel magic spell of a caster level equal to their machinesmith level.

Archetypes & Alternate Class Features

When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.

Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.